/Engine/Source/Runtime/Engine/Classes/Animation/AnimStateMachineTypes.h
struct FBakedAnimationState
bool
bAlwaysResetOnEntry
Whether or not this state will ALWAYS reset it's state on reentry, regardless of remaining weight.
bool
bIsAConduit
int32
EndNotify
int32
EntryRuleNodeIndex
int32
FullyBlendedNotify
TArray< int32 >
LayerNodeIndices
Indices into the property array for layer nodes in the state.
TArray< int32 >
PlayerNodeIndices
Indices into the property array for player nodes in the state.
int32
StartNotify
FName
StateName
The name of this state.
int32
StateRootNodeIndex
The root node index (into the AnimNodeProperties array of theUAnimBlueprintGeneratedClass)
TArray<FBakedS...
Transitions
Set of legal transitions out of this state; already in priority order.